Bumping this, maybe there are more people who find it annoying.
I’ve lately been running on my zerkernecro with two wells and a signet. And I really enjoyed the time I had as hybrid. I’m not that much into pure condition builds (such as rabid), as conditions are awful against structures plus if there are more condition-focused professions in the party, you hit the ceiling rather quickly. Also, the slow wind-up time is not for me.
Why I’ve been focusing on powermancer instead of hybrid? From my experience, hybrid is awesome against a group of mobs, but power builds go better against one target. And to alleviate that, I use marks or wells. Plus lich form hits like a truck, which is nice against bosses. Not to mention dagger auto and life blast.
If you want to go more offensive, you could consider rampager set. Hybrid necros are pretty fun and burn through mobs nicely.
As flow said, get Close to Death for grandmaster spite and consider swapping Spiteful Marks for Chill of Death. Elitewise, Flesh Golem or Plague/Lich Form.
Put together something like this for more offensive approach: http://gw2buildcraft.com/calculator/necromancer/?5.3|6.1o.h5|b.1o.h16.d.1o.h9|1o.7l.1o.7l.1o.7l.1o.7l.1o.7l.1o.7l|1h.62.1h.62.1h.62.1h.62.1h.62.1h.62|u2ac.u27b.a2.0.0|0.0|3r.3u.3x.3v.4f|e
+1
Would love to see some weaponry that followed such design ideas, being aesthetic and simplistic. Growing a bit tired of flames.
Bumping this with an example:
Bought a large number of glory chests in Mists, as I was hunting for gear I didn’t have yet plus dyes. Inventory piled up with items rather quickly, so I used “Deposit all collectibles”, which cleared up some spaces. However, for the rest of the remaining items, either salvaging or destroying them required me to confirm it each and every time. Since you can’t just throw the skins into the Mystic Forge in Mists, these were the only options I had. And it was tedious and time-consuming.
Another option would be just to bind the confirmation “Yes” to some key, if making confirmation windows fully toggleable is to much work.
Been running it with my powernecro (30-0-10-0-30, zerkergear, staff/dagger+dagger), signet of undeath or locust (depending on party), well of suffering and well of corruption for most part, signet of undeath, locust and spite for boss-fight. Works like a charm.
snip
I agree with you in general. Yes, PvE mobs in general pose a threat if you let the fight drag along. Yes, killing stuff before they kill you is essential.
However, my problem with the current PvE meta, if you will, is the preaching of “You must have X and Y, otherwise you are doomed to fail.”, which in turn generates a lot of new unexperienced warriors who go on about preaching this. Yes, some of them learn and adapt well and are actually beneficial to have in a group. Sadly, one part of this group will end up being a one-trick-pony (currently, CoF 1). I know a couple people who are warriors, since it is the most efficient way to farm it. I avoid these people like the plague when it is my time to do dungeons, because if you take them out of their context, they are just plain bad.
Now, I’m not saying all warriors should be ignored. One of my real life friends, who has been maining a warrior since pre-release, is a really good player, knows the profession and in general knows what the profession can and cannot do. And I have no question with him in the party.
Since I’m starting to derail a bit, I’m just a bit cautious with the “top 3” approach, as it will impact a part of the community and usually in a negative way. Getting kicked from parties due to your choice of profession or your level or running the wrong gear is wrong in my opinion, especially before the run.
My personal approach, which I try to enforce in my guild as well, is that profession chauvinism is not tolerated. If you think someone could perform better, you communicate, hint, give advice. Instead of “Stop running an useless profession!”. I’m not pointing at anyone. I’m just worried about the effect it has on the community and its members.
Have to agree with Mourningcry. Done dungeons with various party setups and usually without any problems. Personal skill level and team synergy is far superior to the “One ultimate PvE setup” so often preached. What use are the zerker warriors if they don’t know how to dodge/whirlwind at the right time, just aimlessly flail around with their greatswords and end up downed in most encounters?
My favourite quote, which I sadly can’t recall the origin for, is “You can’t dps when you’re dead.”
I’ve been personally doing most dungeons lately on my necromancer, I have all other professions at 80 and geared up, too, including a zerker warrior and a guardian, but something still draws me towards my necro (could be the fact that he is my main).
So, the top 3 ends up being a personal choice.
Since I posted my expectations in this thread earlier I think it’s the proper place for some feedback.
I’ve run MWC numerous times now (~6-8), with different professions and team layouts.
Some feedback on what I think of it:
- First attempt was exactly what I was looking for: exploring the unknown, anxious to see what happens next and where the road leads to. Drill sequence was pretty interesting, the mobs on the sides gave some action while “waiting” for the drill to reach the end. Adding gathering nodes inside the dungeon embraced the idea of exploring it a bit more instead of rushing on headfirst (oh that clever ori node…). This only works for the first run of the day, which can either be a good or a bad thing, depending on perspective.
- First “boss” fight against the “Ultimate Murderweapon of Some Inconvenience and No Mobility” was pretty interesting, considering it was a mechanical enemy. This does lead to some problems for condition-based builds, but since the “HP pool” of the core was quite small, it should be manageable. First time around, it felt rather intimidating, with the new “Stressed” icon, locked gates and huge contraptions ready to make quick work of any squishy adventurer. Luckily, the focus was nicely pointed out on top-right corner and transactions between the phases were reasonably timed.
- Rest of the dungeon was rather smooth. New mobs had pretty devastating attacks and getting sneaked up from behind was pretty nasty at first. Nothing too bad, though. And didn’t feel like a drag, as the environment was quite interesting. Hanging cell, for example. Ori node beneath the rock crushers was pretty hilarious, especially as most of the party managed to get caught by surprise.
- Final boss fight: two bosses always makes me cautious, recalling Sorrow’s Embrace. Luckily, we decided to focus on one (Firestorm first time in) and it was quite interesting to see what happened next. I wasn’t aware that you can just jump over the shockwaves at first, leading to some unnecessary damage, but as I was there on my necromancer, shroud-dancing made it quite easy. Still, had to keep an eye on the battlefield and react to it appropriately.
- We did it again right after completing it once as I was curious on how much it would change. It wasn’t as much as I was hoping for but that can easily be explained by it being a story mode dungeon. The mob variety was nice, same with trap sequence change. Also, giving the choice of which final boss to kill first and to deal with the consequences gave more options. After learning how to jump the shockwaves, it got even better, as I didn’t have to worry about my endurance that much anymore. Also, it made jumping an effective part of combat, as it was mainly limited to jumping puzzles only before.
- Reward wise, it’s still RNG and you don’t really get the rewards based on team efficiency. However, I do understand that implementing something of that magnitude would be a quite complex task, so I don’t expect this to happen overnight. On the current state, the drops are rather appealing, as many people managed to make some extra gold off of it.
TL;DR: Jumping as part of combat is awesome, giving a whole new dimension to it. Mob variations help as you need to adapt more and have some “unknown” variable to your runs. Rewards are decent (many people are a lot richer now). All-in-all, a step in the right direction.
Looking forward to it. Quite hyped, to be honest, to explore something new. Probably die or wipe a couple of times but to learn from the mistakes and push on. It’s been a while since I’ve had this feeling, as I’ve gone through most of the content and have forgot about the early days of getting slaughtered, rethinking the strategy and trying again.
Regarding the old AC versus new AC discussions, I personally believe that reducing the massive health pools in favor of more interesting (challenging) mechanics is awesome. Nothing is as tedious as a non-intimidating boss monster, whom, after understanding the patterns, you just have to whittle down, percent by percent. And in this case, it’s all about the raw damage you can dish out. The dodge ability exists for a reason. The combat system relies on staying mobile. However, coming from other games which generally requires you to stand still to cast skills, I can see how this can be intimidating. Adapting to the “new” way of doing things can be scary and inconvenient at first but once you pass the learning curve, it’s actually a lot more fun. Now, if proper rewarding scaling would follow this, it might help ease the “CoF1 disease”. If challenging content is more rewarding, the path of least resistance depends more on personal skill and team coordination. And this is something I would like to get rewarded for.
After this long, I’m usually keeping my expectations low. The Corrupt Boon/Epidemic change sounds potential, skeptical about seeing anything else worthwhile there.
Would love to see some powernecro love, but meh, I can handle.
Wouldn’t mind joining in on the fun if you’re on EU. And any dungeon. Running squishy powernecro.
What I’m currently running. Can play around with armor, swap it to knights for example.
Mainly use Death Shroud for damage mitigation and generally staying mobile and dodging when needed helps, too.
I did some theorycrafting on it as well, like getting full knight set with some trait modifications, allowing you to keep high power but getting more toughness or vitality (whichever you prefer). I just like running 30 in Soul Reaping for the stability and critical damage.
EDIT: I forgot to ask if you were focusing on WvWvW or just PvE. The difference is, in PvE, high toughness can become a bit of a curse, considering it appears to be one of the causes for high agro. There are a lot of rabid necromancers who are having issues with that. If this is the case, going for more vitality (and siphonfocus from traits, might be more beneficial). If the main focus is WvWvW, then knight stats would be nicer, as you get high toughness, decent crit rate and can still hit pretty heavily.
(edited by Aireroth.7596)
One of my guildies got it yesterday. It looked quite interesting. Shamefully, I don’t have a screenshot of it. The middle part gets clipped a bit so you mainly see the left and right side of the Aegis effect through the shield. In my opinion, it added a quite interesting look to it.
I prefer dualdagger+staff. Started out with terrormancer (was a lot of fun) but since then, grew tired of conditions. Now I’m running zerker and even though it requires more effort, it’s more to my taste.
I generally agree with Nay of the Ether, but I’ll throw in a couple of my ideas, too.
1. From personal experience, I found leveling up with my necromancer fun. Did most of the dungeons on him, WvWvW, and am slowly getting into the PvP scene as well. I don’t feel handicapped in any of these.
2. Power/precision is superior in leveling. At 30, flesh golems makes it a lot easier, too. Condition builds take some time to stack up on damage, so I prefer power for faster leveling. However, if you do manage to stack up a lot of conditions and spread ’em with epidemic, you get pretty nice results.
3. I personally don’t like minions much, with the exception of Flesh Golem. But that’s just personal approach.
In conclusion, necromancers are fun and worth the effort of getting to know them.
Fun reading.
Trying to contribute a bit, too.
First things first, there are a lot of GW1 veterans who claim that necro is lackluster (or downright bad). Harsh truth is, GW1 and GW2 are not the same.
I have mained a necro since pre-release. I decided on this as soon as the class was announced. I also decided on my weaponsets then, which happened to be dagger-dagger / staff. Since that time, I’ve managed to get all professions to 80, tackle various aspects in this game, experimented a lot with various builds. After all this, I still end up playing my necromancer the most, in PvE and PvP. I have done most of the dungeons on necromancer and I am yet to see someone complain about it.
Yes, I’ve had some doubt from time-to-time on my ability to contribute compared to other professions, but this has been mainly influenced by the general attitude in the forums, map chat, etc. However, I still feel necromancer is one of the best professions in GW2, for me.
“How many fears do you have?! 20?!”
I appear to be having the same issue. Connection randomly drops for a moment, then returns. Just now it got a bit worse.
Skype appears to be hopping off-and-on when the disconnect occurs. My girlfriend’s computer on the same network appears to have no problems.
Tried router restart, too.
From what I’ve observed, minion master works well as powerbuild. Especially due to the various trait locations.
After going over some of the bookmarks I have (been doing a lot of necro theorycrafting), here are some things I found (copy-paste the link):
http://gw2skills.net/editor/?fQAQNBmODbkQrUvVzWjePRI9IaUbaTK6G4gU8epB;TsAA1CvoIyQkgILROikEt2YsxmCA
It’s just a sample and you can play around quite well with different weapons/traits. You could drop the 10 from Blood Magic, go 30 in Spite and get Axe Training and swap one weapon to axe, for example.
These are just some ideas, as I haven’t really focused that deeply into minionmaster builds.
I’m running staff/dualdagger. For more range options, DS and Lich Form. Just last night, Life Blast was hitting ~6-7k crits in Arah, so combine it with Time Warp and profit.
In a group fight in tPvP, Necro are really often the first guy focus. Why? because our lack of mobility and stabilyty make us easy to control and to kill even with “2 hp pool”.
The reason is more likely that if you don’t focus-fire the necro down, you’re going to get punished. At least in case of conditionbuilds.
To get back on topic: yes, the 30 is Soul Reaping seems a bit steep as our only on-the-go source for stability (not counting transformations), but there are some pretty nice alternatives. I’ve been personally favoring a fear-heavy build lately, combined with Nightmare set. Some of the cooldowns are steep (Fear an enemy when cc’d, cd 90 seconds) but it has turned out quite nicely. Combine it with fear doing damage, longer fears, etc, you have a pretty nice variety of control at your disposal.
Sidenote: this is with tournament play in mind. I prefer powernecro in PvE, who has invested 30 into Soul Reaping.
Hello,
After seeing more and more confirmation windows pop up (some of them requiring you to type the items name), I have a small request:
Would it be possible to create an option to toggle confirmation windows on/off?
I understand the need to have them implemented (to avoid people losing their stuff and to ease the workload of support team with all the “I broke my stuff!” or “I bought wrong stuff!”) and asking ArenaNet to remove it would most likely not work.
However, I consider myself mature enough to go through the game without having to confirm every (exaggerating a bit~) action I undertake, be it shopping for gear or Obsidian Shards or trying to salvage whatever greens I may have crafted.
So, I ask you if it would be an idea worth considering?
This is something I’ve noticed, despite being a power-necro from release. And it’s quite problematic. Especially when the content requires you to destroy objects, e.g. burrows in AC.
So, +1 to you.
Kudos for the idea!
I’ve been maining a necromancer since the release, experimenting with builds and with various aspects of the game, so wouldn’t mind sharing my observations and listening to what other necromancers say.
Couple of issues that might make it a bit more difficult for me to join in on the fun:
- I’m a guild leader myself, so representing another guild might not be the best idea…
- I’m an altoholic.
Other than that, I wouldn’t mind being part of the discussion and throwing in tips and tricks. Currently running hybrid axe+focus / dagger+dagger. Main focus would be on PvE and dungeons, but I’ve been trying to be more active in WvW and PvP, too.
Few things that popped into my mind:
- why not consume conditions? It is in my opinion one of the best heal skills in the game
- spectral grasp is awfully situational
- spectral armor has 72 second cd (traited)
- why hemophilia from Curses 20?
- dagger recharge might not be worth it, since the main damage comes from autoattack anyway.
Other than that, just try it out in different situations. Will try recalling the dual-dagger / staff build I used to run for quite a while and will post it here later.
Try splitting them apart. If I recall correctly, they cleanse themselves rather rapidly while close together.
Four-manned AC path 1 on my level 80 guardian, had two below 50 necromancers and a 65ish engineer. Why 4-man it? Because people would quit when they saw the levels of the other people in the party. And we grew tired of this.
We managed to gather all the scepter pieces before a guildie logged on and joined us. Only place we failed at first, was at burrows and this was due to some people not knowing what to do. Second attempt, we nailed it, too.
Yes, I went guardian to help carry them. But still proves that you don’t need 3-4 80s to do explorable mode.
Regarding burrows, there are some tactics that help out there. What we did: I held the mobs that came from the middle burrow, while the rest of the party smacked down the burrows in order. We didn’t skip anything.
I’ve been running a hybrid build lately and I don’t feel useless nor do I feel like I suck. Having mained necro since beta weekends, I’ve experimented a lot on different builds and you can really play a necro in quite many ways. Want to “tank”? There’s a way to get 3k armor/30k hp. Want to dish out considerable damage? Go hybrid or glass cannon (difference being on more AoE damage versus more single target damage). Or, go full rabid with undead runes and heavy toughness. Yes, you may have problems against inanimate objects (buggers don’t bleed…), but everything around you melts so fast.
Personally, I’ve grown to love hybrids at the moment. Necromancer isn’t as easy to pick up and profit from as a warrior, but once you get the idea of your capabilities, you can contribute and contribute well.
People who say necromancers suck either just jump on the necro-hating bandwagon, have had bad experience with necromancers or just have profession superiority.
TL;DR: Give it a go, experiment, find your spot and profit. Parties who don’t take necromancers to dungeons aren’t really the parties you want to be in anyway, no matter what profession you are.
When the enemy is.
If you hit someone who is reflecting projectiles, you pull them to you (reverses the effect), which is also quite nice. :P
then it wouldnt be strength now would it? o.O
Necromancer’s Strength is condition damage. Lol.
Hum, nope.
And such change would further kill the viability of any other build that isn’t condition-focused.
You’re lucky. I wore him down 10 times, just to see the reset, before heading to the trusty old Google and finding out I need to drag him back to the nearby camp. :P
Staff #5 and Death Shroud #3 are pretty nice for interrupts. Or chiseling down defiant.
What’s even better about the DS one, you can use it when you can’t use other skills (for example, being nomnom’d by scavengers).
On how well it hits people below, it should depend on the location of where you set it loose. Obstruction is most likely an issue which you should consider.
Regarding the second point, I did try using it (for the first time as I’ve been avoiding minions other than flesh golem) in swamp fractal. Especially for the teleport part.
I believe that you can’t use it to teleport back on top of the wall if you jump down, as it appears to have similar limitations other blink/teleport skills have. So, if my theory is correct, you end up next to the wall.
Shroudstomp?
How does this work?
I can’t stomp in shroud, and if I shroud mid-stomp it cancels.
Press F (stomp button) and F1 (DS button) at the same time.
Rebind for convenience. :P
I’ve been rolling with Spectral Walk, Epidemic, Blood Is Power. Epidemic is the one I’d swap if needed, either for something from spectral or corruption skills (build focuses on those two). Spectral Grasp is a nice way of being annoying, but it’s highly dependent on situation.
My guardian~
Was aiming for full cultural tier 3 but I think I’ll keep it like this.
I recall seeing a really raw “calculator” on the Internet. It was however seriously lacking different gear types and wasn’t that much of use. So, I’ve used personal notes for gear/stat comparison for now.
EDIT: http://gw2.tsuki.si/ calculator I meant, from https://forum-en.gw2archive.eu/forum/game/players/PVE-Armor-Calculator
(edited by Aireroth.7596)
Events and renown hearts should net sufficient money at first. Exploration is quite rewarding (getting 100% in a map => gear pieces, crafting materials, silver, experience).
Trading post can be evil, especially if you buy stuff directly, instead of purchase orders. And crafting can be rather gold-consuming, so try to use as many of your own drops/gathers instead of buying materials from trading post.
They’re not hard. Just a nice mechanic you need to be aware of and counter.
Yes, stability is one way to avoid the knockdown.
Stunbreaks work wonders. Get knocked down, break the stun and dodge away.
They have a quite audible pre-jump style, if you manage to notice. This means, you can dodge it.
Also, interrupts work wonders, especially when they’re nomnoming on someone.
I usually tread carefully when they are around and always call scavengers as first targets. Focus fire ‘em down and you’re good.
From my necro’s perspective, it’s even easier: get knocked down → Death Shroud → Doom → enough time to get back up.
Tl;dr:
1. Don’t leave home without stunbreak.
2. Pay attention to your surroundings and party mates.
3. Focus fire
Hello,
I seem to be getting an error with code 3040:1002:3:2146:101 when I try to invite a person to join our guild.
I tried looking up the error code but didn’t seem to find it.
Background information: we have 60 members currently (bought the first capacity upgrade, so should be enough for 100 members), the person I’m trying to invite left a couple of guilds, meaning there are 3 left. From what I know, 5 is the maximum, so there should be enough space for ours.
From the error message, it’s strangely formulated, stating that I might be the one with too many guild memberships, which is strange, as I’m not the one joining. If it matters, I currently have 2 guilds under my guild window.
I will re-try inviting the person soon, but wanted to file it, just in case.
Hehe, people need to learn how to dodge now. : >
I am 99% sure you cannot duo AC path 1 without using any exploits.
Oh hi there, my thread from 19 days ago.
https://forum-en.gw2archive.eu/forum/game/dungeons/AC-Exp-path-1-duo/first#post453317
Clean run, nothing skipped, nothing exploited. No cave troll vs. Kholer.
22 days ago, without skipping.
https://forum-en.gw2archive.eu/forum/game/dungeons/AC-Exp-path-1-duo/
When you have someone blabbing in your ear constantly and won’t shut up stuff happens. We’re all human and sometimes mistakes are made.
What happened to understanding that fundamental concept?
Fundamental concept is quite a harsh way to put it. And I prefer fluid transactions over “Are you sure you want to do this?” dialog boxes any time. But that’s just me.
Besides, they can’t spoon-feed us with everything. And making a major transaction (such as karma gear, getting a dungeon armor/weapon) always means that you should pay attention. Or at least this is how I roll.
Whatever happened to being careful when you’re about to do a larger scale transaction?
I understand your point. Story modes are a bit lacking, especially if doing them more than once.
I also apologize, as I didn’t consider the bug part that may stop story progression and mistook it for lack of interest in it (people rushing to 80 skipping everything).
Regarding story mode dungeons, I’ve done quite a few of them multiple times, mainly to help guildies out with it. Yes, it might not be as beneficial for me, but the feeling you get when you help someone out is worth it.
Anyway, I can imagine re-designing this would not really be worth the cost and this topic can serve the informative purpose for people who haven’t reached that part of the game yet.
